Power of 2 Error on Export???
by Woody · in Constructor · 05/28/2007 (7:24 pm) · 4 replies
Anyone ever gotten this error:
"Not a power of 2? Something wrong"
The window title says:
"Fatal-ISV: (../engine/interior/interiorIO.cc @ 1538)"
When I try to export my office building (Export to DIF...) I'm getting that error. It's a new thing, and MAY have something to do with too many DTS objects, because it just started happenning (and, surprise!, I've had exporting trouble in the past). I've double-checked and all of my textures are power of 2, for both the DIF objects and baked in DTS objects.
I have to say that I absolutely LOVE constructor... when it works. But I'm getting pretty ticked off about all of the bugs and other crap that I (the consumer) am expected to deal with because there is no support except a few forums. What gives? Are these issues being addressed? Is there a place to go to see progress notes for upcoming fixes/releases? It's pretty tough maintaining a valid production pipeline with these kinds of crashes, etc, that don't really give a whole lot of feedback!!! Okay, I'm done venting ... but seriously, we did PAY for this thing called Torque. Sure, constructor was free, but now I see why... so we can all beta test it.
BTW -- this is with Constructor 1.0 (since 1.0.1) causes EVERYTHING to crash on export.
And here is the last snippet of code from the console.log file:
"Not a power of 2? Something wrong"
The window title says:
"Fatal-ISV: (../engine/interior/interiorIO.cc @ 1538)"
When I try to export my office building (Export to DIF...) I'm getting that error. It's a new thing, and MAY have something to do with too many DTS objects, because it just started happenning (and, surprise!, I've had exporting trouble in the past). I've double-checked and all of my textures are power of 2, for both the DIF objects and baked in DTS objects.
I have to say that I absolutely LOVE constructor... when it works. But I'm getting pretty ticked off about all of the bugs and other crap that I (the consumer) am expected to deal with because there is no support except a few forums. What gives? Are these issues being addressed? Is there a place to go to see progress notes for upcoming fixes/releases? It's pretty tough maintaining a valid production pipeline with these kinds of crashes, etc, that don't really give a whole lot of feedback!!! Okay, I'm done venting ... but seriously, we did PAY for this thing called Torque. Sure, constructor was free, but now I see why... so we can all beta test it.
BTW -- this is with Constructor 1.0 (since 1.0.1) causes EVERYTHING to crash on export.
And here is the last snippet of code from the console.log file:
Hidden surface removal took 500 millisecs
Set Lighting System properties (0)
Push static mesh data (3828)
Push raw poly data (109)
Push entity data (0)
Calculate entity info (0)
Synapse Gaming lighting system stats:
Interior Lexel Count: 42018723
Interior Lexel Time: 299256.000000
Interior Lexel Alpha Recursion Count: 0
Interior Object Count: 658
Interior Object Included Count: 645
Interior Object Illumination Count: 2542
Interior Surface Included Count: 35449
Interior Surface Smoothed Count: 32787
Interior Surface Smoothed Lexel Count: 7113132
Interior Surface Illumination Count: 100209
Interior Surface Illuminated Count: 80503
Interior Occluder Count: 22995054
Interior BVPT Potential Occluder Count: 180394508
StockLightingSchema::generateLightMaps time: 311485
Calculate lighting (311782)
Pull light maps (218)
Pull raw poly data (78)
Pull entity info (0)
Clean entities (0)
InteriorMapLighting::calculateExportLighting (316265)
2058 Surfaces
Generated bsp tree and polys
Fatal-ISV: (..\engine\interior\interiorIO.cc @ 1538) Not a power of 2? Something wrong
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
#2
05/30/2007 (11:02 pm)
Thanks. I ended up going back to a previous version ... so maybe it was something like that. I don't remember moving verts, but maybe I did it accidently. Anywho... it's good to know in case I see it again.
#3
JoZ
05/31/2007 (1:30 am)
In the past also with other editors, I noticed that moving vertex so that some vertex overlap another and having in this way a "null" face crashes the export process or at least crashes Torque when putting the DIF in your mission...JoZ
#4
05/31/2007 (5:44 pm)
Thanks again for that information. I was playing around with something like that, but I am 90% sure it was well after going back to a previous version. maybe my memory is failing me and it was before doing that. :-)
Torque 3D Owner Peter Simard
Default Studio Name
I ended up having to delete entire rooms until I could narrow down the offending brush. It turns out it was a brush that had one of its faces removed from moving the vertex's (from a square to a wedge). Not sure if that helps.